Maze
Moderators: Active Admins, Forum Moderators, Active DMs
Maze
Innate Level: 8
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 4 Rounds
Additional Counter Spells:
Save: Will Negates
Spell Resistance: Yes
You banish a creature into a labyrinthine demiplane. The target remains there for the duration of the spell. Freedom of Movement (and -respite) protects against Maze. Targets returning from Maze will give off a burst of wind, removing all AoE effects within a radius of the return location. Higher CR mobs (end-tier bosses) cannot be affected by Maze.
This spell is cool, but very, very weak.
8th circle, 4 dounds, will save and spell resistance, and won't affect higher CR creatures (despite it being a spell that is used against god-like beings), and it wipes aoe. Also hard countered by FoM. Short range.
I think as it is now, this spell is just useless. If anything it helps the enemy by giving them 4 rounds to heal/ward and ensuring they'll be safe on return.
I don't see anything good about this spell except for how cool it is that there's a spell that teleports someone somewhere else against their will, but by the time you load in and out it's pretty much over anyway.
That's my feedback. I have ideas on how to make it better, but this isn't the suggestion thread or something.
tl;dr
maze bad
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 4 Rounds
Additional Counter Spells:
Save: Will Negates
Spell Resistance: Yes
You banish a creature into a labyrinthine demiplane. The target remains there for the duration of the spell. Freedom of Movement (and -respite) protects against Maze. Targets returning from Maze will give off a burst of wind, removing all AoE effects within a radius of the return location. Higher CR mobs (end-tier bosses) cannot be affected by Maze.
This spell is cool, but very, very weak.
8th circle, 4 dounds, will save and spell resistance, and won't affect higher CR creatures (despite it being a spell that is used against god-like beings), and it wipes aoe. Also hard countered by FoM. Short range.
I think as it is now, this spell is just useless. If anything it helps the enemy by giving them 4 rounds to heal/ward and ensuring they'll be safe on return.
I don't see anything good about this spell except for how cool it is that there's a spell that teleports someone somewhere else against their will, but by the time you load in and out it's pretty much over anyway.
That's my feedback. I have ideas on how to make it better, but this isn't the suggestion thread or something.
tl;dr
maze bad
-
- Posts: 935
- Joined: Mon Feb 10, 2020 11:37 pm
Re: Maze
Make the maze similar to the Fugue Plane; the exit is one of the portals, and it should spawn you in at a random location each time.
Re: Maze
It should be at least double the duration, imo. Or possibly require you to actually solve the Maze to escape. Perhaps tied to spell focuses.
As it stands it's mostly a spell to try and force a loading screen crash on someone.
As it stands it's mostly a spell to try and force a loading screen crash on someone.
Irongron wrote:To step beyond any threshold, having left that place richer than one found it, is the finest legacy anyone can have.
Irongron wrote:With a value of 100+ one can milk chickens
-
- Posts: 438
- Joined: Fri Sep 29, 2017 11:36 pm
Re: Maze
I just want to maze myself.
Re: Maze
I'm definitely open to an extended duration on this, but as I said in another thread, please keep in mind the suggestion thread is closed.
I'm trying, in general, to hold off on mechanical changes across the board, where possible, at least for the summer. I believe we've placed non-mechanics focused player under enormous stress with the pace of changes to skills, class and the like, this last year, and we do badly need a break from that.
Let's take time to settle into the new dynamic, and concentrate any updates on areas and added features, rather than any further rebalancing or adjustments to character mechanics.
I'm trying, in general, to hold off on mechanical changes across the board, where possible, at least for the summer. I believe we've placed non-mechanics focused player under enormous stress with the pace of changes to skills, class and the like, this last year, and we do badly need a break from that.
Let's take time to settle into the new dynamic, and concentrate any updates on areas and added features, rather than any further rebalancing or adjustments to character mechanics.
-
- Posts: 1095
- Joined: Sat Jun 06, 2015 12:11 am
-
- Posts: 3117
- Joined: Sun Dec 15, 2019 2:54 pm
Re: Maze
never been on the user or target end of this spell and never seen it in action but the fact it is not actually CC and that I can do stuff while I'm in the Maze, like continue warding, yeah it seems a bit counter productive.
KriegEternal wrote:Their really missing mords and some minor flavor things.
-
- Posts: 3117
- Joined: Sun Dec 15, 2019 2:54 pm
Re: Maze
This doesnt sound fun. It doesnt sound any more fun than Trickster Imp with 5 min long Fear on hit - and the worse part is the imp doesnt have enough damage to actually kill anyone, so you are doomed to go afk forever or log off.-XXX- wrote: Wed Jul 07, 2021 6:51 am Might I point out that some monsters can cast this spell too?
Forcing a party to sit and wait for 10 min each time one of them gets mazed doesn't sound very fun...
KriegEternal wrote:Their really missing mords and some minor flavor things.
Re: Maze
If it's blocked by a saving throw, spell resistance, and FoM, at what point is the 'inconvenience' factor in pve a non-issue? Sometimes in order to play a game you need to play it, and that includes intelligently defending yourself from threats you know exist. Worst case scenario if it's still such an odious experience you could... remove it from monsters entirely...
-
- Project Lead
- Posts: 1642
- Joined: Mon Sep 08, 2014 5:09 pm
- Location: Sweden
Re: Maze
I've been wanting to update the spell to have a save check for each round, min 4 rounds max 10 rounds, but each round after 4 require a save to leave. After 10 rounds you will be cast out automagically. We can make the area non-magic so one can't buff up (Mundane would work), I'm surprised it isn't that already. For mobs casting this spell on PCs we can lower the duration if its needed.
-
- Posts: 1046
- Joined: Mon Jan 25, 2016 4:12 am
Re: Maze
I disagree. It could have a larger duration to be sure, but one shouldn't downplay the ability to make a 3v4 scenario a 3v3 for a while. Or you can do that to several people and just all pile up on a single guy left.
-
- Arelith Platinum Supporter
- Posts: 1656
- Joined: Mon May 14, 2018 9:14 am
- Location: Mechanics Dungeon
Re: Maze
Could also make the distinction of using Maze on a PvE target vs a PC where it'd be akin to insta-killing the PvE target and granting XP, but it just leaves no corpse behind (Oh no! No more gold or head to collect!)
For you, the day Kenji overhauled your class was the most important day of your life.
But for me, it was Tuesday. To-do list